Posted: Tue Nov 18, 2003 2:38 am Post subject:
Tiberium Twinkle?
I was just thinking, is it possible to make the Tiberium twinkle?? I browse through the rules.ini and art.ini but I dont know where to start can someone gimme any ideas Thx QUICK_EDIT
hmm.. i'm prepare to try it out... can you teach me? besides my 'tiberium' already appeared black on radar, i changed them to ore _________________ ::TSR Home-Grown Vxl Maker::
Joined: 01 Jan 2003 Location: You dont want to know.... Trust me.
Posted: Wed Nov 19, 2003 9:05 pm Post subject:
maybe if you only added it to say one in three it wouldnt be such a resource hog. and it would aper the right color on radar(wee mostly) _________________ No power is ever inherently good or evil. It is how that power is used that determines if it is good or evil.
You know i tried that, but for some reason it won't work. It's weird. I guess the game still recognizes, for example, all green tiberium as TIB01_1, but uses the different images of 1...20. QUICK_EDIT
I got Tiberium to twinkle way back in the days of TSR 1.0
TheDvd you cannot copy the RA2 code because RA2 contains special tags like
DoNotTwinkleWhenNoOre=
or some crap like that (cant remember exact tag)
You have to use a work around by giving each Tiberium entry a CellAnimation
You can copy the Repear Random delay from RA2 (BUT THIS IS ALL)
Originally Posted by The Dvd
Quote:
1) It's quite a bit slower on snail PC's
2) It makes all tiberium appear black on radar, for some reason (this is the real problem)
These are not anything to do with it :S, It does not make things run slow (certainly not the testing I did)
And I cannot see how it changes tiberium to black (I had this problem in early versions of TSR but it was not due to the twinkle cell animtion)
In fact FireStorm there is 1 problem with this code (but 1 big problem). Due to the constant appearance of the twink anims (twinkle1/2 and 3 in TSR 1.0) and the nature at which the animations are displayed and part of the map (due to it being a cell anim)
It overloads Multiplayer games (not skirmish, this runs perfectly) and causes a Syncronization Error normally around 5 minuets into the game, it is pretty much always 5 minuets (hardly changing) and happens 100% of the time.
I may have found a tiresome work around for this error but with everything else I have been doing for TSR 1.2 I have had no time watsover to even begin trying it
If you can find TSR 1.0 screenies you can witness how great this looks ingame (infact some TSR 1.1 beta screenies also shows it)
Also you can take the code from TSR 1.1 at your wish and play around with it, just make sure you have another person willing to test it with you on Mplayer
@TheDvd: May I ask, did you figure out how to get animating tiberium to work on your own. Because as far as i knew, before i released TSR 1.0 I was the only person to have ever got it working, thanks to the help of a friendly e-mail from DeeZire saying that he thought it could be done using the CellAnim tag but was not sure and hadnt tested it.
-SMIFFGIG
P.S. the twinkle anims are in the TS conquer.mix leftover from RA1, they are in bad pallete so if you wanna play around with this take the good ones i done from the TSR 1.1 mix files
Good luck FS (or anyone else who tries)
EDIT: Also thedvd, the code you posted was mine e.g.
;RandomLoopDelay=1000,2000
RandomLoopDelay=120,300
The top loopDelay is the one from RA2 however i decided to change this (either due to to long or to short gaps between anims)
the second value is a result of trial and error to see which worked best _________________ QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Nov 25, 2003 1:22 am Post subject:
TSR 1.0 had it, but SMIFF found out that it screwed up the multiplayer games and removed that... So, it's really not recommendable to add this feature, although it looks good . QUICK_EDIT
Hmm... what do you mean with animated Tiberium, you mean the harvestable stuff or the plants? both can be animated, the first one by adding a CellAnim animation (would cause problems with tib patches that aren't yet fullgrown), the second with IsAnimated=yes. (I haven't tried any of it though)
btw, about the radar colour, i tested it thorougly, as soon as i removed the cellanim's, the tiberium would appear in the correct colout on the radar.. QUICK_EDIT
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